SecurityOfficer - SamsaraDevs/samsaraJunk GitHub Wiki

The Fool of Eternity "The journey to nowhere starts with a single step."

##Security Officer history The Security Officer hails from Marathon, an FPS made in 1994 by Bungie, a name recognizable for a certain other franchise involving halos and chiefs.

While a truly groundbreaking FPS in its own right, Marathon had the problem of being released on a Macintosh--back in the days when nobody took Macs seriously as a gaming platform, if they even knew what a Macintosh was. Despite that, Marathon was innovative in thousands of ways and boasted features that other FPSes on the PCs wouldn't be seeing for years. It featured reloading, dual wielding, friendly NPCs, non-euclidean space, rocket jumping, and a plot that would make even J.R.R. Tolkien go "dude, what". Later games even featured water physics.

In it, the player plays as an unnamed Security Officer on the namesake spaceship Marathon, which is actually the Martian moon Deimos converted into a space ship. Aliens decide to invade and take humanity as slaves, and the Security Officer (at the behest of a ship AI named Leela) starts fighting back, while another AI named Durandal appears to have flipped his metaphorical AI shit. Plot and plot twists abound later on.

Despite never registering as a blip on the PC gaming radar, it was a monumental success on the Macintosh and easily became the go-to must-have killer-app game for the OS. Unfortunately, when Bungie moved to Microsoft and the PC platform, they never looked back (aside from the occasional easter egg); that being said, the Marathon community has refused to die, and even now people can see games and the occasional mod popping up.

All the Marathon games have since become freeware under the Aleph One engine.

##Security Officer in Samsara The Security Officer is the Suppression of the Heroes, and boasts weapons with the fastest rate of fire and overall highest DPS rates. Nobody can cover an area and simply spam, spam, spam like he can. That being said, the Security Officer is not an easy character to play. The key to playing him is balancing the firing speeds of his weapons with the slow travel speed of his bullets, and figuring out which of the markedly-different purposes of each of the guns to use for which situation. SO players need to keep an eye on not only their total ammo, but also the ammo available in their magazine, AND keep an eye on the battleground and swap weapons as needed.

Strengths: The sheer rate of fire of the Security Officer's weapons means he can cover a wide area at once. Weaknesses: His burst damage weapons are very slow to carry and wield, and his slow projectiles make long-range play difficult. Main Weapons: WSTE-M5 Combat Shotgun, MA-75B Assault Rifle

##Weapon loadout

Steel Knuckles: The Steel Knuckles are an interesting starting weapon that can be useless or gibfist-powerful depending upon momentum.

.44 Magnum Mega Class A1: The Magnum is one of the strongest starting ranged weapons out there, dealing a very hefty punch for every shot at a very high accuracy. The accuracy and high damage make it ideal at picking off hitscanners. An extra Magnum can be found bundled with a KKV-7, and can be dual-wielded to double their already high firepower. Each can hold up to 8 bullets at a time.

KKV-7 SMG Flechette: The KKV-7 is the Security Officer's main choice for long-range combat, given its incredible accuracy and speed. It's also the only real option he has for underwater combat. Be careful about using all of your Assault Rifle ammo, as it can eat through its its mag and reload in less than 3 seconds. It can hold up to 32 bullets at once.

WSTE-M5 Combat Shotgun: The WSTE-M5 shotgun is a powerful choice for medium and close-range fighting, firing two shells at a time and able to be dual-wielded. Two WSTE-M5s can put out twice the pain, but keep in mind they'll eat shells just as quickly. Since these can fire nonstop, they're a great choice for continuous, drawn-out firefights. A second Shotgun to use is given immediately in deathmatch. Otherwise, one can be found when picking up a Slot II in another map or otherwise already in possession of one.

Zeus Class Fusion Pistol: Probably the most polarizing out of all the Security Officer's arsenal, the effectiveness of this weapon rests almost entirely on the type of enemy it's used on. The Fusion Pistol fires slow 30-40 damage bolts which do double damage on any cybernetic enemy and ignore invulnerability. The secondary trigger allows it to charge up and fire a faster, ~2.5x damage bolt, which uses 4 cells. It can hold up to 20 cells at a time. Cybernetic enemies in Doom are: Arachnotron, Cyberdemon, Spider Mastermind, Revenant, and Mancubus. Cybernetic enemies in Heretic are: The Sabreclaw. Cybernetic enemies in HeXen are: Jack squat, but it still makes the Centaurs'/Heresiarch's day hell. Cybernetic enemies in Chex Quest are: Armored Bipedal Flemoid, Flemoid Cyclops, Super Flemoid Cyclops, Flem Mine. Cybernetic enemies in Strife are: Acolytes, the Loremaster, the Programmer, the Bishop, Sentinels, Inquisitors, Crusaders, Stalkers, Turrets, Templars, and Reavers.

MA-75B Assault Rifle: The weapon that you'll be holding in your hands for most situations, the MA-75B is the definition of a bullet-hose. Primary fire spits a wide cone of bullets at a rate of 700 rounds per minute, and the secondary fire launches a grenade with a light arc. Both triggers can be fired at the same time, although reloading blocks both triggers. It can hold 52 bullets and 7 grenades at any given time.

The MA-75B is your main weapon. Firing quickly, doing good damage, and even assisting in mobility through grenade jumps, it plays right into the Security Officer's role. Don't expect any sniping to be done here - the thing is less accurate than most of the shotguns in Samsara (it's less accurate than any of Ranger's weapons, for example). The alt-fire is a good way to quickly soften up light hordes and heavy targets, and the asynchronous nature of the triggers means you don't even have to stop spitting bullets. It's not the best at anything, but it's the best compromise of everything.

SPNKR-XP SSM Launcher: Its downsides heavily outnumber its upsides. It's slow to lift up, slow to reload, its projectiles are slow, and it can only hold two shots at a time. On the plus side, it can fire those two shots quickly, and they ravage whatever they finally do hit - 350+ damage on a single rocket isn't rare. The explosion itself is quite large and a well-placed rocket can easily obliterate half a dozen Bull Demons. It goes without saying that while the Security Officer's other weapons tend to chew ammo, rocket-for-rocket the SPNKR is easily the best. If you're a god at leading targets, this may very well be all you need. Then again, even a god can't circumvent your target simply looking at where the rocket is going.

TOZT-7 Napalm Unit: The TOZT is a weapon that requires good maneuverability and a keen sense of enemy placement to use, and can easily be the most domineering of the SO's weapons. Its sheer rate of fire and ripping properties mean all hordes of lesser enemies will be flash-fried extra crispy, while big enemies that can't be ripped through will generally just laugh at the tin man pointing a space heater at them. Since in many IWADs bigger enemies are cybernetic and/or very dangerous up close, the Fusion Pistol pays off much better against them. Can hold a tank of 210 cells at a time, enough for 6 seconds of flame.

ONI-71 Wave Motion Cannon: A combination railgun and mortar launcher, the Wave Motion Cannon is actually a siege tank weapon that has been forcibly removed. It can hold up to 8 ammo for primary fire (of which one ammo = 5 cells), and 3 shots for alternate fire (of which 1 ammo = 5 rockets). Its primary fire charges it up - if you just tap the primary fire key, you'll get nothing.

A level one charge releases a giant laser beam that rips through targets at an average damage of 175 per rip. However, it travels so fast that only the fattest monsters will get ripped through more than once. This is an economical, safe shot to take out stragglers, lines of weaker monsters and in tight corridors. This uses one ammo.

A level two charge releases a similar beam, only wherever it finally hits, it'll explode for ~525 damage, leaving an average total of ~700 damage on hitting a boss with +DONTRIP. This mode deals the most damage to take down a single large target. The laser's collision box is quite wide and the explosion quite large, so the risk of accidental death is high if in a cramped area. This uses two ammo.

A level three charge releases a beam that explodes for ~275 damage. The explosions sends 16 miniature waves in all directions, which also rip for ~125 damage and explode for 64. If, by some amazing feat, every part of this hits one monster, it will take a total of 3474 damage. This is the ideal beam for crowd control and room-clearing. It must be carefully used as it can easily kill its user by the explosion or the secondary waves. This uses four ammo.

Alt-fire launches a large bomb that explodes for ~175 damage and hits for ~45 damage. When it explodes, it splits into 16 grenades that each explode for ~110 damage and hit for ~22, altogether dealing up to 2340 damage.

The primary fire is basically the Security Officer's sniper rifle. Being the weapon with the fastest projectiles that the Security Officer has at his disposal, being pinpoint, and turning whatever is on its crosshair into mush make that obvious. It's still no actual sniper rifle - the long charge times and giant trail give you away and leave you vulnerable, letting the actual snipers - B.J, chaingun-tapping Doomguys, and to an extent Ranger - take you out with ease. Still, in a pinch and in coop, it's devastating.

The alt-fire is at the very least intimidating. With grenades flying everywhere, it's a good way to liquefy everything in a small or medium-sized room, and to keep people away from a place you don't want them near for a little while. Drop it on a poor sob's head, and they're done for. Unlike the primary fire, this is more usable for close range, and fires instantly, allowing you to at least do a kamikaze move on someone sneaking up on you (provided they don't blow you away with a super shotgun in one shot).

##Trivia

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